Please re-roll terrain and generate.
NORTH
SOUTH
MapsMilitary Base 1...........Streams...............City Downtown
City Skyscraper...........Grasslands 2 ........City Skyscraper
City Skyscraper............Woodland New......Forward base
DeploymentPrimary OPFOR: All OPFOR Units deploy first. Divide the Primary OPFOR into lances of 4 Mechs each, in order down the TO&E above. Up to 3 lances may deploy in zones X1, X3, X5, and X7. No more than 2 lances may deploy in zones X2, X4, X6, and X8. No more than one lance may deploy into any zone. No more than 2 Lances may deploy into zones X1-4 (inclusive), and no more than 2 Lances may deploy into zones X5-8 (inclusive).
OPFOR Local Forces: -Turrets must deploy onto any Level 3+ Heavy or Hardened Building hex fully in the red center zone, OR on any hex marked with a Red Star. No more than 2 turrets may deploy onto a single mapsheet.
-Infantry units may deploy anywhere in the red center zone. Field Gunners must deploy on the center 3 mapsheets (north-to-south), within the red center zone. Field Gunners may deploy as a Hidden Unit in any Heavy Woods hex within their legal deployment zone.
OPFOR Reinforcements 1: Enters the board on their initiative anywhere desired through Zone R1 on Turn 3.
OPFOR Reinforcements 2: Enters the board on their initiative anywhere desired through Zone R2 on Turn 5.
Ranger Forces: Prior to any deployment, choose a Drop Zone, either DZ1 or DZ2. Each dropping Ranger Lance airdrops per standard StratOps rules into this zone. No more than 1 Lance may deploy into any single board quarter, but scatter may take them wherever necessary. Ranger units hit the ground on Turn 1 on their initiative, and therefore count as jumping units, and have a +3 TMM on Turn 1.
Ranger Reinforcements: The Rangers receive 1 reinforcement lance. Reinforcements enter the board anywhere desired on their initiative on the Western Board of on Turn 2 of the game, regardless of their reinforcement timer or Strategy score.
Civilian Units: Divide the civilian units into pairs, in any allocation desired. Each pair secretly deploys within 4 hexes of the eastern board edge after OPFOR deployment is complete, and each pair must deploy alongside the purple lines marked C1-C6. At the end of deployment, only TWO zones which contain Civilian Units must be disclosed to the OPFOR, but otherwise all Civilian Units may opt begin the game as Hidden Units (ie, two general zones are revealed but no specific hexes need be disclosed), and remain so until their cover is broken or they move, as per normal rules.
Environmental Conditions:Light Gale: Conventional infantry may either move or fire during the same turn. Conventional infantry lose 1 MP per turn, to a minimum of 1. Aerospace units - including airdropping Mechs - suffer a +1 penalty to control/piloting skill rolls, including landing (thank you Mike, or I would have forgotten).
Benefits of Occupation: Half-hexes which border half-hexes which are clearly pavement, are considered full pavement hexes. Additionally, any road hexes which are not marked as such also count as pavement hexes. However, the Comstar semi-occupation of FRR space has its benefits; pavement hexes which are *fully* on any CITY Mapsheet have been treated with Star League anti-skid coating. Do not make skid checks on these maps. You do count the hexes moved on city maps towards your total skidding modifier if you must make a skidding check on a different mapsheet, or along a mapsheet border, however.
Battlefield Support:Rangers: At the orders of your liaison, you may not deploy BSP in this scenario, as the risk of mass civilian casualties is too high. If you decide to take a Minor Contract Breach (-1 to Contract Score, Employer Award chance
severely reduced), you may choose to fire up to 3 shots from each of your tube artillery platforms. These rounds must be fired in consecutive turns (ie, Turns 4, 5, 6), as the liaison will shut the rogue units down quickly.
OPFOR forces: May not deploy BSP in this scenario, as the risk of mass civilian casualties in their own city is too high.
Victory ConditionsRangers1) Move as many Civilian units within 3 hexes of the western map edge and on a non-building hex, counting only full hexes, and have no active OPFOR units within 6 hexes. A Civilian Unit can exit the board after spending 1 full turn in any scoring hex, while remaining capable of spending MP. At least 2 Civilian units are required to exit the board in order for the Rangers to have a victory at all.
1) Destroy, cripple, or render incapable of spending MP, all of the following: 8 Primary OPFOR units.
2) Destroy, cripple, or render incapable of spending MP via combat damage, all of the following: 4 Local Force units.
3) Suffer no more than 3 Ranger units destroyed, crippled, or rendered incapable of spending MP by the end of the game in any combination between the following forces: Jazz Lance** (all units), Liaison
OPFOR1) Suffer fewer than 16 total casualties - including turrets - by the end of the game.
2) Destroy, cripple, or render incapable of spending MP, at least 8 Ranger units prior to Turn 12.
3) Destroy, cripple, or render incapable of spending MP, some combination of 3+ units between the following forces: Jazz Lance** (all units), Liaison
**GM Note: While the mission writeup says Foil, that is because I somehow had designated Foil in command of Baker, probably when I was dragging and dropping lances during the last TO&E re-org. Since Jazz is in command of Baker, all that stuff applies to Jazz Lance instead. Sorry. It's fixed now.MISCELLANEOUS
1) Exiting the battlefield requires a unit to remain stationary at the board edge for 1 turn. Only a single spent MP is required to move offboard (ie, the environmental MP penalties doesn't apply; or, more specifically, the Minimum Movement rule overrides it).
2) OPFOR MechWarriors will attempt to capture any ejected Ranger MechWarriors in this scenario, unless a Ranger BattleMech target in LOF is equally as close (or closer) than the ejected MechWarrior, or the Ranger BattleMech target is within 8 hexes and subject to a valid LOF in any case.
3) OPFOR units will not fire on Civilian Units if there is a Ranger unit which is a) closer, and b) in between the firing unit and the Civilian Unit.